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Messages - Justin C

#1
This mod is pretty low priority for me right now. I will update it if I have the time after Zombie Apocalypse is updated.
#2
Quote from: JJATH on January 16, 2017, 04:51:03 PM
Any Idea if you can Tell us anything Justin? Would just like to know how long we have till we can get back to some zombie killing :)
I'll be in DC for the inauguration this weekend (no, not a supporter of either major party or their nominees) so I won't have any real time to work on it again until next weekend. Every time I think I have a nice block of time to work on it over a weekend something comes up and I make last minute plans with family or friends. I'm not giving a date, but sometime after next weekend, at least.
#3
Quote from: ilawz on January 01, 2017, 02:23:02 PM
Have you got an ETA of the alpha 16 version? love this mod!
Still working on it. We've had two holiday weekends in a row so I didn't have as much time as I expected to work on it. Even when I didn't have plans I always seemed to get invited to things at the last minute.

I've got a few hours on Saturday morning/afternoon and all of Sunday free. So on Monday I will hopefully be able to give an ETA.
#4
Quote from: Jdalt40 on December 20, 2016, 11:45:17 AM
Hey Justin C, if you need any help please let me know, I can easily do any XML work :)
Thanks! I really appreciate the work you put into the A15 version.

#5
Hey guys. I will be starting work on the A16 update tonight, and I intend to work on it every single night until I am finished. I don't have an estimate right now because I am not sure if I want to do a quick port or actually take full advantage of the new features in A16. At the very least I want to take advantage of some of the features of A15, and finish some half-finished features I started after the A14 version was released.

I'll try and get a tentative estimate to you guys by the end of the week, after I've had a chance to browse the A16 source.

Thanks to all of you who stick around and support the mod even when my free time and motivation don't always line up enough to update the mod in a reasonable amount of time. You guys are the best!
#6
Hey guys. Tynan has been posting previews of A16 (which look AMAZING), so as soon as there is a public Beta build of the update available on Steam I plan on beginning work on the A16 release. I do hope to have the A16 update out within a few days of its release.

For now if you want to play ZA you can use Jdalt40's build on Steam.
#7
You can cremate zombie corpses. Check your Crematorium settings and make sure zombie corpses are allowed.

Quote from: wardenayylmao on July 30, 2016, 05:33:27 PM
I download mine from this forum. From page 72 I think. Is yours working? Also zombies reviving is so good. It makes me think twice before going out and picking their loot. I be had like 2 entire colonies die from zombies reviving.
That's the Hardcore SK version. You can check the first post of this thread for the newest release of the mod.
#8
Gary Johnson for me, though between Trump and Hillary I'd take Hillary any day. She will cause less lasting damage.
#9
Quote from: viperwasp on July 28, 2016, 09:21:29 AM
Very cool mod. I hope people post issues and that it gets the polish it deserves. It may already be perfect but this is the first time I have heard of this mod. Adding it to my game now. I have a question?

I feel like this mod is not intended to be used along with other storytellers in one game? Like switching the story teller back and forward etc. But if one were to do this what type of issues could be expected? For example if this mod's story teller goes by survival waves instead of wealth. If you switched to this story teller later on after building up a larger base would he basically still start at level one? Will it count normal raids from other story tellers as waves survived? Would you be expected to get pretty random or unexpected results by changing story tellers?
Yeah, this mod assumes you are using the Wave Survival Mode storyteller. I haven't tested it enough to know what issues you would run into. I imagine the MapCondition will keep doing its thing, so you will get resource drops and waves, but I doubt all of the features of the mod will work fully. And on top of that you will get random events spawned by the Storyteller.
#10
Quote from: Yuzoz1 on July 28, 2016, 06:55:21 PM
So about Expanded Prosthetics and Organ Engineering incompatibility there is a easy way to solve that:

Just load Rimworld Zombie Apocalype first on the mods and the Expanded Prosthetics and Organ Engineering

I tried it out and works just fine  :)
That shouldn't work. If you look at the bottom right of your screen it will not say Zombie Virus Active. EPOE is overriding my custom Pawn class. That Pawn class is what allows colonists to be infected, and it also starts up the MapCondition that spawns zombies in the first place.

But I do have an EPOE compatibility patch, so just use that.
#11
EPOE compatibility patch is up!

http://www.mediafire.com/download/41tv0s6c1taa4eq/EPOE+Patch.zip

Instructions:
1) Just overwrite the files in the Zombie Apocalypse mod folder with the patch files.
2) Make sure you load Zombie Apocalypse after EPOE in the mods list.
#12
Quote from: wardenayylmao on July 27, 2016, 04:38:04 PM
Hi Justin! Great mod...I also have your zombie apocalypse mod. I just got two request...could you enable Permadeath for wave survival mod? At the same time is it possible to allow zombies in the wave survival mode? I love playing with the zombie apocalypse but it gets boring waiting for them to appear. Adding zombies to the survival mode will make it so hardcore.

P.S. Thanks for your great work! Awesome mods :o I simply can't play Rimworld without them <3
Making a stripped down version of Zombie Apocalypse that just has the Zombies and a Zombie faction that raids like any other faction for use with Wave Survival Mode is next on my list after a EPOE compatibility patch for Zombie Apocalypse.

Also, whoops. The description for the Storyteller is too long so it pushed the permadeath option off screen since there is no scroll bar. I'll shorten it.

EDIT: New version up on Steam and NexusMods. It just fixes the lack of the permadeath option.
#13
All right. New release is up on NexusMods and the Steam Workshop. I tested it thoroughly and it should be stable.
#14
This should work fine with EPOE.

Hopefully I will have the Alpha 14 release of Wave Survival Mode on NexusMods and Steam tonight. After that I will work on a Zombie Apocalypse EPOE compatibility patch.
#15
Quote from: Hargut on July 26, 2016, 12:16:47 PM
Hi,

is it EPOE compatible yet ? :D
Not yet. I'll try and do that tonight.